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Messages - OllyG

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Discussion / Re: Suspension of belief
« on: September 13, 2012, 08:22:23 am »
... it looks really strange, that there is no any country with pair of Saracens or Stilettos (fully human tech and not so expensive in game prices) to shoot down Scouts or Fighters at least sometimes.
Sometimes the alien ships crash for no apparent reason, could they have been shot down by someone?
Some missions where local military are calling for help would be nice.  I recently played a mission where a military convoy was being attacked, but it looked like all the soldiers had deserted, I saw a few civilians wearing green, but they had no guns.  Also the convoy looked very like a modern one.
A better idea than reworking all the weapons and vehicles in the game would be to set the game in 2024 rather than 2084.  The only thing which shows that the game is in the future is the names of the countries.

2
Feature Requests / Re: Accuracy/skills model
« on: September 03, 2012, 02:44:54 pm »
There is a proposal for crewed weapons.  Maybe heavy weapons skill could be used for these?  If tanks make it into the game the gunner should use heavy weapons skill.
I like using different skills for the same weapon, it stops all my soldiers only ever using their best skill.

3
Feature Requests / Re: Hidden soldier traits! (but revealed later)
« on: September 03, 2012, 02:38:47 pm »
How about when you hire soldiers you only see if they are average or proficient in each ability, not the exact number.  After the first promotion you get exact numbers.
With the small number of recruits, I don't really bother to look when I hire them, I'll get them all in the end anyway!

4
Feature Requests / Re: IR-goggles
« on: September 03, 2012, 02:31:53 pm »
Yeah, overpowered and to some degree fun-breaking, although I do have to say I love how it eliminates scouring every corner for that last alien which can be a total bitch if it happens repeatedly. (Maybe there could be a mission timer of some sort where "the last alien got away" if it was unseen by round 25 in applicable mission types)?
This is a great idea.  The aliens escaping should be in.  If you can win with a few alien survivors it provides a way for imperfect victories.  I would change it to if no alien is spotted for 5 turns the mission ends, maybe even just 2 turns.  I really hate wandering around the map looking for the last alien!

5
Design / Re: Things to learn from Xenonauts?
« on: September 03, 2012, 02:16:33 pm »
If soldiers got a large jump in statistics after each of their first few missions having a larger pool of recruits would be ok.  In this way all new recruits would be realativly weak and any surviving soldiers would be valuable for the player.  If the new recruits were more likely to die then loosing a few soldiers each battle would be acceptable to most players.  Let the new guys start further out from the dropship (distance from evacuation zone based on mind) or let the aliens preferentialy target them.
I think it would make the game more fun if the experienced soldiers survived better.  Having some cannon fodder is a good thing.  In base defence missions some security guards - whose day job is checking IDs - would be fun!

6
Design / Re: Base Defence
« on: August 28, 2012, 11:27:51 am »
My base recently got attacked (in v.2.4).  The base was very large, my only defenders were 4 injured soldiers my other soldiers were on a misson.  I died and my base was destroyed.  I spent the rest of the month with no ground forces, but carried on and did fine once the countries paid me.
There are no civilians in the base defence mission.  What about all the scientists and workers who dies when I lost?  They should be in the base.  Maybe 1 civilian for every five scientists and workers would be good (the rest could be hiding).  This would mean you could loose a few scientists even if you win.
I liked that my wounded men started in the hospital.  The base should possibly get damaged in the fighting, this would make it more interesting.  Placement of buildings should matter more than just starting location.
It is very easy to move soldiers between bases by firing and hiring.  They shouldn't move faster than normal transfering, now I have played more and realised this my bases are easier to defend, as long as I see the UFO coming!

7
Mapping / Mirror Images of maps
« on: August 27, 2012, 11:17:22 am »
Would it be possible to use mirror images of the maps?

If so it would provide some variety, without too much extra work.  A mirror image of a map could be used 50% of the time.
Also can maps be attached to each other?  A series could be made which could be put together in a different order each time, so long as all the edges match up!

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